Engine

Plugin

Show Deprecated
not creatable

Plugin is the main object responsible for creating basic studio widgets. It is a custom add-on to Studio which adds new behavior and features that are not normally included.

Summary

Properties

  • read only
    not replicated
    read parallel

    Returns whether the user enabled Collisions in studio under the Model tab.

  • read only
    not replicated
    read parallel

    Returns the grid size the user has set in studio under the Model tab.

Methods

Events

Properties

CollisionEnabled

read only
not replicated
read parallel

Returns whether the user enabled Collisions in studio under the Model tab.

GridSize

read only
not replicated
read parallel

Returns the grid size the user has set in studio under the Model tab. This can be 1, 0.2 or 0.01, but has rounding errors. The 1/5th option should return 0.2, but could return 0.20000000298023 instead. This code can be used to get the real gridsize:


local gridsize = plugin.GridSize
if math.abs(gridsize-0.2) < 0.005 then -- Check if the gridsize is between 0.195 and 0.205
gridsize = 0.2
elseif math.abs(gridsize-0.01) < 0.005 then -- Between 0.005 and 0.015
gridsize = 0.01
else -- Assume it's 1
gridsize = 1
end

Methods

Activate

void

This function sets the state of the calling plugin to activated. Activating the plugin allows mouse control through the Plugin:GetMouse() method.

At any given time there are either 0 or 1 Activated Plugins. Activating a plugin will deactivate all other plugins (they will receive a Plugin.Deactivation event).

See also:

  • Plugin:IsActivatedWithExclusiveMouse(), returns true if this plugin is currently active with an exclusive mouse, after having been activated via this function
  • Plugin.Unloading, fires immediately before the plugin is unloaded or reloaded via uninstallation, deactivation, or updating

Parameters

exclusiveMouse: bool

A boolean specifying whether to activate the plugin with exclusive mouse. If true, a PluginMouse can be retrieved via Plugin:GetMouse().


Returns

void

CreatePluginAction

This function creates a PluginAction which is an object that represents a generic performable action in Roblox Studio, with no directly associated Toolbar or Enum.Button. In Roblox Studio, they can be assigned a keyboard shortcut under File → Advanced → Customize Shortcuts…, and they can also be added to the Quick Access Toolbar.

When an action is triggered, the PluginAction.Triggered event is signaled.

In order for PluginActions work as expected, they must be created using this function.

See also:

Parameters

actionId: string

Must be a unique string that identifies this PluginAction from others.

text: string

The displayed name of the action.

statusTip: string

The displayed description of the action.

iconName: string

The name of the icon used to display the plugin.

Default Value: ""
allowBinding: bool

Whether the PluginAction will be hidden from Studio's shortcuts view. Useful for contextual actions. Defaults to true.

Default Value: true

Returns

Code Samples

Creating a PluginAction

local plugin = plugin or getfenv().PluginManager():CreatePlugin()
plugin.Name = "Plugin"
local function actionTriggered()
print("Hello world!")
end
local pluginAction = plugin:CreatePluginAction(
"HelloWorldAction",
"Hello World",
"Prints a 'Hello world!'",
"rbxasset://textures/sparkle.png",
true
)
pluginAction.Triggered:Connect(actionTriggered)

CreatePluginMenu

This function creates a new PluginMenu, which is a context menu that can be shown in Studio that displays a list of PluginActions and supports submenus.

In order for PluginMenus to work as expected, they must be created using this function.

See also:

Parameters

id: string

Unique ID for the menu.

title: string

The text to be displayed when used as a sub menu.

Default Value: ""
icon: string

The icon to be displayed when used as a sub menu.

Default Value: ""

Returns

Code Samples

Creating a PluginMenu and PluginMenuAction

-- This code can be pasted into the command bar, but only once.
local plugin = plugin or getfenv().PluginManager():CreatePlugin()
plugin.Name = "Plugin"
plugin.Parent = workspace
local pluginMenu = plugin:CreatePluginMenu(math.random(), "Test Menu")
pluginMenu.Name = "Test Menu"
pluginMenu:AddNewAction("ActionA", "A", "rbxasset://textures/loading/robloxTiltRed.png")
pluginMenu:AddNewAction("ActionB", "B", "rbxasset://textures/loading/robloxTilt.png")
local subMenu = plugin:CreatePluginMenu(math.random(), "C", "rbxasset://textures/explosion.png")
subMenu.Name = "Sub Menu"
subMenu:AddNewAction("ActionD", "D", "rbxasset://textures/whiteCircle.png")
subMenu:AddNewAction("ActionE", "E", "rbxasset://textures/icon_ROBUX.png")
pluginMenu:AddMenu(subMenu)
pluginMenu:AddSeparator()
pluginMenu:AddNewAction("ActionF", "F", "rbxasset://textures/sparkle.png")
local toggle = Instance.new("BoolValue")
toggle.Name = "TogglePluginMenu"
toggle.Parent = workspace
local function onToggled()
if toggle.Value then
toggle.Value = false
local selectedAction = pluginMenu:ShowAsync()
if selectedAction then
print("Selected Action:", selectedAction.Text, "with ActionId:", selectedAction.ActionId)
else
print("User did not select an action!")
end
end
end
toggle.Changed:Connect(onToggled)

CreateToolbar

The CreateToolbar function creates a new PluginToolbar with the given name. The toolbar can then be used to create plugin buttons.

Parameters

name: string

The visible text on the toolbar, labeling the group of buttons contained within.


Returns

Code Samples

Plugin:CreateToolbar

plugin:CreateToolbar("ExampleToolbar")

Deactivate

void

Deactivates the plugin. This will disengage the associated PluginMouse if it has been activated

See also:


Returns

void

Returns the Enum.JointCreationMode the user has set in studio under the Model tab.


Returns

GetMouse

GetMouse returns a PluginMouse that can be used while the plugin is active through Plugin:Activate().


Returns

Code Samples

Plugin:GetMouse

local mouse = plugin:GetMouse()
local function button1Down()
print("Button 1 pressed from PluginMouse")
end
mouse.Button1Down:Connect(button1Down)

GetSelectedRibbonTool

GetSelectedRibbonTool return the currently selected Enum.RibbonTool. It returns an Enum that corresponds to a particular tool. This will return whether the tool is selected manually or programmatically via Plugin:SelectRibbonTool().


Returns

Code Samples

Plugin:GetSelectedRibbonTool

plugin:SelectRibbonTool(Enum.RibbonTool.Move, UDim2.new())
task.wait() -- wait for next frame
local selectedRibbonTool = plugin:GetSelectedRibbonTool()
print("The selected RibbonTool is", selectedRibbonTool)

GetSetting

Variant

Retrieves a previously stored value with the given key, or nil if the given key doesn't exist.

Parameters

key: string

Returns

Variant

Code Samples

Plugin:GetSetting

local RAN_BEFORE_KEY = "RanBefore"
local didRunBefore = plugin:GetSetting(RAN_BEFORE_KEY)
if didRunBefore then
print("Welcome back!")
else
plugin:SetSetting(RAN_BEFORE_KEY, true)
print("Welcome! Thanks for installing this plugin!")
end

Intersect

Parameters

objects: Objects

Returns

IsActivated

This function returns true if this plugin is currently active, after having been activated via the Plugin:Activate() function.


Returns

A boolean indicating whether the plugin is currently active.

IsActivatedWithExclusiveMouse

This function returns true if this plugin is currently active with an exclusive mouse, after having been activated via the Plugin:Activate() function. If this returns true, a PluginMouse can be retrieved via Plugin:GetMouse().

See also:

  • Plugin.Deactivation, fires when the plugin is deactivated
  • Plugin.Unloading, fires immediately before the plugin is unloaded or reloaded via uninstallation, deactivation, or updating

Returns

Whether this plugin is currently active with an exclusive mouse.

Negate

Negates the given parts and returns the resulting NegateOperations.

Parameters

objects: Objects

Returns

OpenScript

void

Used to open the given script instance in an editor window, in Roblox studio, at the given line. If no line is given as an argument it will default to 1.

Parameters

lineNumber: number
Default Value: 1

Returns

void

Code Samples

Plugin:OpenScript

local newScript = Instance.new("Script")
newScript.Parent = workspace
plugin:OpenScript(newScript)

OpenWikiPage

void

Opens the context help window to the wiki page that url links to.

Parameters

url: string

Returns

void

Code Samples

Plugin:OpenWikiPage

plugin:OpenWikiPage("API:Class/BasePart")

SaveSelectedToRoblox

void

Opens an upload window for the user's current selection.


Returns

void

SelectRibbonTool

void

Activates the specified Roblox Studio tool. If the tool opens a window, the position parameter specifies where it should be shown on the screen.

Note:

  • An object must be selected in order for this to work correctly.
  • Altering the scale fields of the position property will not affect the dialog popups.

Parameters

position: UDim2

Returns

void

Separate

Separates the given UnionOperations and returns the resulting parts.

Parameters

objects: Objects

Returns

SetSetting

void

Stores a given value for later use under the given key. The value will persist even after studio is closed.

Parameters

key: string
value: Variant

Returns

void

Code Samples

Plugin:GetSetting and Plugin:SetSetting

local RAN_BEFORE_KEY = "RunBefore"
local hasRunBefore = plugin:GetSetting(RAN_BEFORE_KEY)
if hasRunBefore then
print("Welcome back!")
else
print("Thanks for installing this plugin!")
plugin:SetSetting(RAN_BEFORE_KEY, true)
end

StartDrag

void

StartDrag initiates a drag action using a dictionary of parameters. The parameters are as follows:

NameTypeDefaultDescription
Senderstring"" Identifies the source of the drag action to the drop target
MimeTypestring"" The [MIME type](https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/MIME_types) of Data.
Datastring"" Information about the drag action (eg. what is being dragged). Should be used by the drop target.
MouseIconContent"" The icon to use for the mouse cursor during the drag. If empty, uses the default cursor.
DragIconContent"" An image to render under the mouse cursor during the drag. This should represent the item being dragged.
HotSpotVector2Vector2.new(0, 0) The pixel offset from the top-left where the cursor should "hold" the DragIcon.

See also:

Parameters

dragData: Dictionary

Returns

void

Code Samples

Plugin Drag and Drop

assert(plugin, "This script must be run as a Studio plugin")
local widgetInfo = DockWidgetPluginGuiInfo.new(Enum.InitialDockState.Float, true, true, 300, 200)
local dragSourceWidget = plugin:CreateDockWidgetPluginGui("Drag Source", widgetInfo)
dragSourceWidget.Title = "Drag Source"
local textBox = Instance.new("TextBox")
textBox.Parent = dragSourceWidget
textBox.Size = UDim2.new(1, 0, 0, 32)
textBox.Text = "Hello, plugin drags"
local dragButton = Instance.new("TextButton")
dragButton.Size = UDim2.new(1, 0, 1, -32)
dragButton.Position = UDim2.new(0, 0, 0, 32)
dragButton.Text = "Edit the text above, then start drag here"
dragButton.Parent = dragSourceWidget
function onMouseButton1Down()
local dragData = {
Sender = "SomeDragSource",
MimeType = "text/plain",
Data = textBox.Text,
MouseIcon = "",
DragIcon = "",
HotSpot = Vector2.new(0, 0),
}
plugin:StartDrag(dragData)
end
dragButton.MouseButton1Down:Connect(onMouseButton1Down)
-- This widget will receive drops
local dragTargetWidget = plugin:CreateDockWidgetPluginGui("Drop Target", widgetInfo)
dragTargetWidget.Title = "Drop Target"
-- This TextLabel will display what was dropped
local textLabel = Instance.new("TextLabel")
textLabel.Size = UDim2.new(1, 0, 1, 0)
textLabel.Text = "Drop here..."
textLabel.Parent = dragTargetWidget
local function onDragDrop(dragData)
if dragData.MimeType == "text/plain" then
textLabel.Text = dragData.Data
else
textLabel.Text = dragData.MimeType
end
end
dragTargetWidget.PluginDragDropped:Connect(onDragDrop)
dragTargetWidget.PluginDragEntered:Connect(function(_dragData)
print("PluginDragEntered")
end)
dragTargetWidget.PluginDragLeft:Connect(function(_dragData)
print("PluginDragLeft")
end)
dragTargetWidget.PluginDragMoved:Connect(function(_dragData)
print("PluginDragMoved")
end)

Unions the given parts and returns the resulting UnionOperation.

Parameters

objects: Objects

Returns

CreateDockWidgetPluginGui

yields

CreateDockWidgetPluginGui creates a new DockWidgetPluginGui from the given DockWidgetPluginGuiInfo. The first parameter, pluginGuiId, should be a unique and consistent string. It is used to save the state of the widget's dock state and other internal details.

Parameters

pluginGuiId: string

A unique and consistent identifier used to storing the widget's dock state and other internal details.

dockWidgetPluginGuiInfo: DockWidgetPluginGuiInfo

Describes the DockWidgetPluginGui to create (initial state, size, etc).


Returns

Code Samples

Widget GUI Text Button

-- Create new 'DockWidgetPluginGuiInfo' object
local widgetInfo = DockWidgetPluginGuiInfo.new(
Enum.InitialDockState.Float, -- Widget will be initialized in floating panel
true, -- Widget will be initially enabled
false, -- Don't override the previous enabled state
200, -- Default width of the floating window
300, -- Default height of the floating window
150, -- Minimum width of the floating window (optional)
150 -- Minimum height of the floating window (optional)
)
-- Create new widget GUI
local testWidget = plugin:CreateDockWidgetPluginGui("TestWidget", widgetInfo)
local testButton = Instance.new("TextButton")
testButton.BorderSizePixel = 0
testButton.TextSize = 20
testButton.TextColor3 = Color3.new(1, 0.2, 0.4)
testButton.AnchorPoint = Vector2.new(0.5, 0.5)
testButton.Size = UDim2.new(1, 0, 1, 0)
testButton.Position = UDim2.new(0.5, 0, 0.5, 0)
testButton.SizeConstraint = Enum.SizeConstraint.RelativeYY
testButton.Text = "Click Me"
testButton.Parent = testWidget

ImportFbxAnimation

yields

This function prompts the user to open a .fbx animation file that can be loaded onto the rigModel, then proceeds to insert the animation as a KeyframeSequence in the Workspace.

Parameters

rigModel: Instance
isR15: bool
Default Value: true

Returns

ImportFbxRig

yields

Prompts the user to open a .fbx file, uploads the individual components of the model as meshes, and generates a character rig for use in animation, which is loaded into the Workspace.

Parameters

isR15: bool
Default Value: true

Returns

PromptForExistingAssetId

yields

Opens a window in Roblox Studio, which prompts the user to select an asset based on the assetType specified. Returns what assetId was selected, or -1 if the window was closed.

Parameters

assetType: string

Returns

PromptSaveSelection

yields

Prompts the user to save their current selection with the specified file name. Returns true if the user did save the file.

Parameters

suggestedFileName: string
Default Value: ""

Returns

Events

Deactivation

Fired when the Plugin is deactivated. This occurs when either the plugin code calls Plugin:Deactivate(), or because some other plugin called Plugin:Activate(), which forces all other plugins to lose their active state.

See also:

  • Plugin.Unloading, fires immediately before the plugin is unloaded or reloaded via uninstallation, deactivation, or updating

Unloading

This event fires immediately before the Plugin stops running. Plugins are unloaded when disabled, uninstalled, about to be updated, or when the place is closing.

It enables a plugin to clean up after itself before its scripts stop running, e.g. to remove unnecessary instances from the DataModel. If a plugin does not clean up properly, the old copies will remain. When this occurs, users may be forced to close and reopen the place which is a bad user experience.

Plugin-related instances such as PluginToolbarButtons, DockWidgetPluginGuis, and PluginGuis are automatically cleaned up when the plugin is unloaded so there is no need to remove them.